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Implemented CoR visualization
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parent
0639ac7b1e
commit
6be979c670
3 changed files with 94 additions and 1 deletions
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@ -4,6 +4,7 @@ from UM.Math.Vector import Vector
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from UM.Math.AxisAlignedBox import AxisAlignedBox
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from UM.Math.AxisAlignedBox import AxisAlignedBox
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from cura.PickingPass import PickingPass
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from cura.PickingPass import PickingPass
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from cura.Scene.OverlayNode import OverlayNode, SceneNode
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class NavlibClient(pynav.NavlibNavigationModel):
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class NavlibClient(pynav.NavlibNavigationModel):
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@ -15,6 +16,7 @@ class NavlibClient(pynav.NavlibNavigationModel):
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self._was_pick = False
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self._was_pick = False
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self._hit_selection_only = False
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self._hit_selection_only = False
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self._picking_pass = None
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self._picking_pass = None
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self._pivot_node = OverlayNode(node=SceneNode(), image_path="resources/images/3dx_pivot.png", size=3.)
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def pick(self, x, y, check_selection = False, radius = 0.):
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def pick(self, x, y, check_selection = False, radius = 0.):
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@ -218,6 +220,20 @@ class NavlibClient(pynav.NavlibNavigationModel):
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transformation = Matrix(data = matrix._matrix)
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transformation = Matrix(data = matrix._matrix)
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self._scene.getActiveCamera().setTransformation(transformation)
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self._scene.getActiveCamera().setTransformation(transformation)
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active_camera = self._scene.getActiveCamera()
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if active_camera.isPerspective():
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camera_position = active_camera.getWorldPosition()
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dist = (camera_position - self._pivot_node.getWorldPosition()).length()
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scale = dist/400
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if scale < 1.0:
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scale = scale * scale
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else:
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view_width = active_camera.getViewportWidth()
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current_size = view_width + (2 * active_camera.getZoomFactor() * view_width)
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scale = current_size / view_width * 5
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self._pivot_node.scale(scale)
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def set_view_extents(self, extents: pynav.NavlibBox):
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def set_view_extents(self, extents: pynav.NavlibBox):
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view_width = self._scene.getActiveCamera().getViewportWidth()
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view_width = self._scene.getActiveCamera().getViewportWidth()
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new_zoom = (extents._min._x + view_width / 2.) / - view_width
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new_zoom = (extents._min._x + view_width / 2.) / - view_width
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@ -235,4 +251,13 @@ class NavlibClient(pynav.NavlibNavigationModel):
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else:
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else:
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self._was_pick = False
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self._was_pick = False
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self._renderer.removeRenderPass(self._picking_pass)
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self._renderer.removeRenderPass(self._picking_pass)
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def set_pivot_position(self, position):
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self._pivot_node._target_node.setPosition(position=Vector(position._x, position._y, position._z), transform_space = 3)
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def set_pivot_visible(self, visible):
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if visible:
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self._scene.getRoot().addChild(self._pivot_node)
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else:
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self._scene.getRoot().removeChild(self._pivot_node)
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68
cura/Scene/OverlayNode.py
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68
cura/Scene/OverlayNode.py
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@ -0,0 +1,68 @@
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# Copyright (c) 2016 Ultimaker B.V.
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# Cura is released under the terms of the AGPLv3 or higher.
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from UM.Scene.SceneNode import SceneNode
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from UM.View.GL.OpenGL import OpenGL
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from UM.Mesh.MeshBuilder import MeshBuilder # To create the overlay quad
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from UM.Resources import Resources # To find shader locations
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from UM.Math.Matrix import Matrix
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from UM.Application import Application
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try:
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from PyQt6.QtGui import QImage
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except:
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from PyQt5.QtGui import QImage
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class OverlayNode(SceneNode):
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def __init__(self, node, image_path, parent=None, size=1.):
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super().__init__(parent)
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self._target_node = node
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self.setCalculateBoundingBox(False)
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self._overlay_mesh = self._createOverlayQuad(size)
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self._drawed_mesh = self._overlay_mesh
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self._shader = None
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self._scene = Application.getInstance().getController().getScene()
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self._scale = 1.
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self._image_path = image_path
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def scale(self, factor):
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scale_matrix = Matrix()
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scale_matrix.setByScaleFactor(factor)
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self._drawed_mesh = self._overlay_mesh.getTransformed(scale_matrix)
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def _createOverlayQuad(self, size):
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mb = MeshBuilder()
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mb.addFaceByPoints(-size / 2, -size / 2, 0, -size / 2, size / 2, 0, size / 2, -size / 2, 0)
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mb.addFaceByPoints(size / 2, size / 2, 0, -size / 2, size / 2, 0, size / 2, -size / 2, 0)
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# Set UV coordinates so a texture can be created
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mb.setVertexUVCoordinates(0, 0, 1)
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mb.setVertexUVCoordinates(1, 0, 0)
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mb.setVertexUVCoordinates(4, 0, 0)
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mb.setVertexUVCoordinates(2, 1, 1)
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mb.setVertexUVCoordinates(5, 1, 1)
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mb.setVertexUVCoordinates(3, 1, 0)
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return mb.build()
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def render(self, renderer):
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if not self._shader:
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# We now misuse the platform shader, as it actually supports textures
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "platform.shader"))
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# Set the opacity to 0, so that the template is in full control.
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self._shader.setUniformValue("u_opacity", 0)
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self._texture = OpenGL.getInstance().createTexture()
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texture_image = QImage(self._image_path)
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self._texture.setImage(texture_image)
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self._shader.setTexture(0, self._texture)
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node_position = self._target_node.getWorldPosition()
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position_matrix = Matrix()
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position_matrix.setByTranslation(node_position)
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camera_orientation = self._scene.getActiveCamera().getOrientation().toMatrix()
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renderer.queueNode(self._scene.getRoot(), shader=self._shader, mesh=self._drawed_mesh.getTransformed(position_matrix.multiply(camera_orientation)), type=3)
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return True # This node does it's own rendering.
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BIN
resources/images/3dx_pivot.png
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BIN
resources/images/3dx_pivot.png
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